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https://github.com/Rezmason/matrix.git
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Renaming msdfSampler to linearSampler; adding loadShaderModule utility method; busting the rain render out of its render bundle (which won't be useful long-term).
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2
TODO.txt
2
TODO.txt
@@ -4,8 +4,8 @@ WebGPU
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Render targets
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Resize accordingly
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Blur: compute or render?
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What is workgroupBarrier in compute shaders?
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The other passes should be a breeze
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Just add them to the render bundle
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Make sure you got CORS right in the texture fetch
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Update links in issues
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@@ -1,5 +1,6 @@
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import std140 from "./std140.js";
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import { getCanvasSize, loadTexture, makeUniformBuffer } from "./utils.js";
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import { getCanvasSize, loadTexture, loadShaderModule, makeUniformBuffer } from "./utils.js";
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const { mat4, vec3 } = glMatrix;
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const rippleTypes = {
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@@ -30,8 +31,7 @@ export default async (canvas, config) => {
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canvasContext.configure(canvasConfig);
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const msdfTexturePromise = loadTexture(device, config.glyphTexURL);
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const rainShaderPromise = fetch("shaders/wgsl/rainPass.wgsl").then((response) => response.text());
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const assets = [loadTexture(device, config.glyphTexURL), loadShaderModule(device, "shaders/wgsl/rainPass.wgsl")];
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// The volumetric mode multiplies the number of columns
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// to reach the desired density, and then overlaps them
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@@ -121,14 +121,12 @@ export default async (canvas, config) => {
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};
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updateCameraBuffer();
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const msdfSampler = device.createSampler({
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const linearSampler = device.createSampler({
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magFilter: "linear",
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minFilter: "linear",
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});
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const [msdfTexture, rainShader] = await Promise.all([msdfTexturePromise, rainShaderPromise]);
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const rainShaderModule = device.createShaderModule({ code: rainShader });
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const [msdfTexture, rainShaderModule] = await Promise.all(assets);
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const rainComputePipeline = device.createComputePipeline({
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compute: {
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@@ -175,7 +173,7 @@ export default async (canvas, config) => {
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const renderBindGroup = device.createBindGroup({
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layout: rainRenderPipeline.getBindGroupLayout(0),
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entries: [configBuffer, timeBuffer, sceneBuffer, msdfSampler, msdfTexture.createView(), cellsBuffer]
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entries: [configBuffer, timeBuffer, sceneBuffer, linearSampler, msdfTexture.createView(), cellsBuffer]
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.map((resource) => (resource instanceof GPUBuffer ? { buffer: resource } : resource))
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.map((resource, binding) => ({
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binding,
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@@ -183,15 +181,6 @@ export default async (canvas, config) => {
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})),
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});
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const bundleEncoder = device.createRenderBundleEncoder({
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colorFormats: [presentationFormat],
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});
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bundleEncoder.setPipeline(rainRenderPipeline);
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bundleEncoder.setBindGroup(0, renderBindGroup);
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bundleEncoder.draw(numVerticesPerQuad * numQuads, 1, 0, 0);
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const renderBundles = [bundleEncoder.finish()];
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const renderPassConfig = {
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colorAttachments: [
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{
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@@ -228,8 +217,11 @@ export default async (canvas, config) => {
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renderPassConfig.colorAttachments[0].view = canvasContext.getCurrentTexture().createView();
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const renderPass = encoder.beginRenderPass(renderPassConfig);
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renderPass.executeBundles(renderBundles);
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renderPass.setPipeline(rainRenderPipeline);
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renderPass.setBindGroup(0, renderBindGroup);
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renderPass.draw(numVerticesPerQuad * numQuads, 1, 0, 0);
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renderPass.endPass();
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const commandBuffer = encoder.finish();
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device.queue.submit([commandBuffer]);
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@@ -27,6 +27,12 @@ const loadTexture = async (device, url) => {
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return texture;
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};
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const loadShaderModule = async (device, url) => {
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const response = await fetch(url);
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const code = await response.text();
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return device.createShaderModule({ code });
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};
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const makeUniformBuffer = (device, structLayout, values = null) => {
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const buffer = device.createBuffer({
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size: structLayout.size,
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@@ -40,4 +46,4 @@ const makeUniformBuffer = (device, structLayout, values = null) => {
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return buffer;
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};
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export { getCanvasSize, loadTexture, makeUniformBuffer };
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export { getCanvasSize, loadTexture, loadShaderModule, makeUniformBuffer };
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@@ -60,7 +60,7 @@
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// Render bindings
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[[group(0), binding(2)]] var<uniform> scene : Scene;
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[[group(0), binding(3)]] var msdfSampler : sampler;
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[[group(0), binding(3)]] var linearSampler : sampler;
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[[group(0), binding(4)]] var msdfTexture : texture_2d<f32>;
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[[group(0), binding(5)]] var<storage, read> cells_RO : CellData;
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@@ -416,7 +416,7 @@ fn getSymbolUV(glyphCycle : f32) -> vec2<f32> {
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var msdfUV = (glyphUV + symbolUV) / f32(config.glyphTextureColumns);
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// MSDF : calculate brightness of fragment based on distance to shape
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var dist = textureSample(msdfTexture, msdfSampler, msdfUV).rgb;
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var dist = textureSample(msdfTexture, linearSampler, msdfUV).rgb;
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var sigDist = median3(dist) - 0.5;
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var alpha = clamp(sigDist / fwidth(sigDist) + 0.5, 0.0, 1.0);
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